Game-based technologies are part of the gamification world understood as a form of action characterized by the introduction of typical elements of the game within educational and professional contexts. The principle is to use typical dynamics (prizes, rewards, competition, fun, socialization) that gratify the participants and motivate them to continue the task. The birth of the concept of gamification gave rise to the application of rules to reality as a way to make it easier for people to approach certain aspects of their life that are often not experienced with the necessary positivity. In other words, gaming can simplify that which is complex, turn obstacles into challenges, make limits become acceptable. With this purpose the study is aimed at emphasizing the importance of action in the knowledge and learning processes and the central role it can play through smart-device technologies, defining new ways and opportunities to allow participation, giving significance to the relationship between action and learning.

Action and Participation in Teaching and Didactics in era of Digital Innovation: The Role of Game-based Technologies

Maria Luisa Iavarone
;
Ferdinando Ivano Ambra;Valeria Ferra
2017-01-01

Abstract

Game-based technologies are part of the gamification world understood as a form of action characterized by the introduction of typical elements of the game within educational and professional contexts. The principle is to use typical dynamics (prizes, rewards, competition, fun, socialization) that gratify the participants and motivate them to continue the task. The birth of the concept of gamification gave rise to the application of rules to reality as a way to make it easier for people to approach certain aspects of their life that are often not experienced with the necessary positivity. In other words, gaming can simplify that which is complex, turn obstacles into challenges, make limits become acceptable. With this purpose the study is aimed at emphasizing the importance of action in the knowledge and learning processes and the central role it can play through smart-device technologies, defining new ways and opportunities to allow participation, giving significance to the relationship between action and learning.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11367/66837
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